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Moving 3d objects
Posted: Fri Nov 11, 2005 16:02
by BlackFish
I know you can make them go up and down, but will there ever be a way to make them go on the x axis?
Posted: Fri Nov 11, 2005 16:34
by Graf Zahl
No. That would require moving sectors which the Doom engine can't do.
Posted: Sat Nov 12, 2005 22:46
by The Ultimate DooMer
Well, you can use 2-sided polys but you can't jump on top of them. Or a complex instant raise/lower sector script but it won't be right if you tried to jump on them.
The only way to get anywhere near what you want is to use actor movers on solid things - see the moving platforms in SSD for an example.
(if you use this method the things won't carry you when you get on top of them, and if you get in the way of them the mover sequence will be screwed up)
Posted: Mon Nov 14, 2005 9:52
by justin023
Sadly, it is one of those things that Quake has always been able to do but Doom will never be able to do.
Posted: Mon Nov 14, 2005 12:09
by Cutmanmike
justin023 wrote:Sadly, it is one of those things that Quake has always been able to do but Doom will never be able to do.
Hmm not even with a new map format?
Posted: Mon Nov 14, 2005 12:47
by Lexus Alyus
Yes, easily with a new map format. IIRC, the current map format is the only thing that prevents this. Build manages to move objects. Imagine a map format that is true 3D but still uses dooms methods of building in 2D and sectors. The zectors wouldn't really be sectors though, they'd be simply a place to set the areas ceiling and floor heights/texture. With this methoid the 3D floor method of doom could acrtually be used to create brushes that can move freely in the world.
It would have the illusion of 2.5D in an editor, making it just as easy to create levelsfor, but it would actually be full 3D. This would also allow you to cross lines and sectors... the only limit would be that they would have to be lower or higher than the sector they cross or anomalies would occur.
Man, I wish I could program the doom engine...
Posted: Mon Nov 14, 2005 13:24
by Graf Zahl
Lexus Alyus wrote:Yes, easily with a new map format. IIRC, the current map format is the only thing that prevents this. Build manages to move objects. Imagine a map format that is true 3D but still uses dooms methods of building in 2D and sectors.
Even a new map format wouldn't help. The Doom engine doesn't support moving geometry. Polyobjects are the most complex thing that can be done without causing problems.
Posted: Mon Nov 14, 2005 14:56
by Cutmanmike
Graf Zahl wrote:Lexus Alyus wrote:Yes, easily with a new map format. IIRC, the current map format is the only thing that prevents this. Build manages to move objects. Imagine a map format that is true 3D but still uses dooms methods of building in 2D and sectors.
Even a new map format wouldn't help. The Doom engine doesn't support moving geometry. Polyobjects are the most complex thing that can be done without causing problems.
Yet they do cause lots of problems for mappers

Posted: Tue Nov 15, 2005 0:14
by justin023
A new map format is a bad idea. Maybe it would be possible to fake with models, but still, that would be a crappy way of doing it.
Cutmanmike wrote:Yet they do cause lots of problems for mappers

What? Maybe for someone besides me...